[QUOTE=Arima] Awesome stuff! It's a shame webgl doesn't really work on it yet though, because of that it's not really an option for what I'm working on. Hopefully they'll get it working eventually.[/QUOTE]

Just to be clear, it works perfectly webGL 100%.In MY game (which is the only real world benchmark I have) there is a significant drop in framerate with WebGL (around 10fps). I also have the same exact issue with memory management that I had with canvas2d so it wasn't an option for me. The exporter for WebGL is there, please try, the more people start experimenting the faster will get there.

@Arima : in fact, WebGL shouldn't be faster with Ejecta, it should just be the same speed as canvas2d. What Ejecta does is translating javascript calls into OpenGL (ES) calls.So, in the end, the canvas2d code is translated to OpenGL, and the WebGL code is also translated to OpenGL. The fact is that vikerman started to work on the WebGL portion of code way after the work was started on canvas2d, so the difference of semantics between canvas2d and WebGL explain the difference of translation (meaning their speed of execution) when they run with Ejecta.That also means that using WebGL in your Construct2 code won't be faster than using just canvas2d (it's different than running in the browser). The only thing that won't work is WebGL shaders.

Hmm... Yeah, I was comparing it to the difference between running games in desktop browsers in canvas2d mode vs webgl, with webgl being faster even though canvas2d is also hardware accelerated, so was expecting performance improvements on mobile as well.

Regardless, even if webgl offers no speed benefit it shouldn't cause a heavy performance hit. Once it sorts those issues out I'll be giving it another look.